Sduibek
Creator of Fallout Fixt
*Oh, forgot to specify it wouldn't come with ammo (in the gun or otherwise). If that makes a difference.
Difference between handling pistol and assault rifle or sniper rifle, or rocket launcher and minigun is hardly smaller. And basic idea is the same - line up barrel with enemy and press a button. You just need enough strength to be able to do that with heavy guns.Yeah, because the idea of being able to handle a rocket launcher because you can shoot a pistol pretty well isn't stupid. They did that in New Vegas anyway.
Hahaha, this had me laughing really hard.Yeah, it'll be awesome. Each of the whole three shots.
Yeah, same experience here. I lost count how many times I've played the game and usually in character creation when I get the itch to tag EW i'm like "ehhhh...." because I know it's an "end game skill", like people who would pick skills on a new Diablo II character based solely on surviving in Hell difficulty. Which is like 50 levels away. That's no fuckin way to build characters or play a game.When I made a ruthless badass heavy weapons expert in FO2 I went straight toward New Reno after hearing about it in the Den and stumbled across a random encounter with cliamjumpers using light machine guns... poor Sulik died in a hail of 7.62mm but I got the lowest version of big gun out of it. A shame that 7.62 ammo was fucking rare so I almost never used it anyway.
I remember my energy weapons character in FO1 didn't find any useable weapons until a plasma pistol under necropolis. Went thought almost the whole game without an energy weapon... was pretty boring.
I liked the early investment / lack of reward for energy weapons in Fallouts because it makes that skill "feel" different. Same with the big guns, it gives these progressions a delayed sense, and back when I was even worse at games I liked the necessity of having to plan my skillpoints a little more carefully to be use these skills later once I found the weapons. Of course, they aren't really all that worth the investment at times, but that's a separate issue.Isn't whole idea of having separate skills for guns stupid? I'd just roll it on into "Guns" and add an extra Science requirement for using energy weapons. And for heavy weapons - kick up Str requirement a bit, with extra penalties for being below.
When I made a ruthless badass heavy weapons expert in FO2 I went straight toward New Reno after hearing about it in the Den and stumbled across a random encounter with cliamjumpers using light machine guns... poor Sulik died in a hail of 7.62mm but I got the lowest version of big gun out of it. A shame that 7.62 ammo was fucking rare so I almost never used it anyway.
I remember my energy weapons character in FO1 didn't find any useable weapons until a plasma pistol under necropolis. Went thought almost the whole game without an energy weapon... was pretty boring.
Yes, fuck you, couldn't have said it better myself.
Edit: You know, seriously, you know what you do in that situation, if not being able to use energy weapons instantly even though you tagged it bothers you so much: START THE FUCKING GAME OVER YOU DUMB FUCK AND MAKE A NEW CHARACTER. What kind of pussy ass bitch rpg players are you faggots? Fuck off and stop playing Fallout.
Edit 2: No, it's not larping, it's fine that you can tag energy weapons at the start because it is a video game and the options makes it more fun. Wanting some realistic reason for why you are or are not able to tag energy weapons at the start of the game is larping.
As far as every tag skill changing your loadout at the beginning, yeah that would be neat: the player could always just be given some ammo for the respective weapons for they eventually scavenge a means to use them.
Like people at forums that scale to your level.Save the LOVE IT OR LEAVE IT hissy fit for someone else.
It's opening up zero possibilities compared to not being able to tag it since the gameplay is functionally identical.No, it doesn't, actually. Being able to tag any skill you want at the beginning just opens up more possibilities and makes the game funner.
Metaknowledge should not be required to have fun with a starting build.You're talking about theory, I'm talking about playing the game in actuality - I have had fun tagging energy weapons at the start and rushing for energy weapons early on,
Except that you find use for it later in the game. Tagging Big Guns/Energy Weapons is trading having to develop two weapon skills (SA and BG/EW) for ability to use super-weapons like rocket launcher and plasma rifle later in game.DONUT CRITACIZE MAI GAEM U HATER
The game is good, no need to resort to "b-b-b-but it's a feature!" bullshit for every little problem it has.
Being able to talk your way through a quest that looked like it would end in a bloodbath is fun. Getting cool little messages during combat is fun. Being free to investigate the gameworld instead of being railroaded is fun. Investing in a skill and not finding use for it is the opposite of fun.
Energy weapons would still be at disadvantage at the start in Fo1 even if you'd start with laser pistol because you'd be 1 level behind in terms of skill. So, if you take energy weapons at the start, you're knowingly gimping your build. Which is a good hint of why not tag it as a sole weapon skill. List of equipment in the manual not including any, is another hint that you won't see any any time soon after starting the game.I preferred NV's way of handling energy weapons. There is only like 1-3 EW for early on with the better one being hard to maintain due to rairty, and ammo is rather scarce. Guns have tons of options from the start and ammo is rather plentiful. Guns are still more appealing to me early on, but energy weapons aren't a complete waste either... as opposed to FO1.
It's funny to me when I see people saying energy weapons are a waste in Fallout 1. Clearly they've never played Fallout 1.
EDIT: Let me explain. Turbo Plasma Rifle + Fast Shot + Bonus Rate of Fire = 5 shots per combat round.
Reminds me of someone who said that in FO2 melee was just as awesome as small guns once you get Slayer...which comes at level 18.